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Baldur's Gate 2 No-Reload Challenge


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#9651
Grond0

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Gate70/Grond0 multiplayer attempt 52 - (update 6)

Barbra, half-elf jester (Grond0) & Demaclyne, elf archer (Gate70)

 

A short session saw a bit more progress working around the flawed save we've got from last time.  

 

We started off by searching in vain for the priest to give us a reward to destroying the Unseeing Eye - but didn't try and correct that when he wasn't found.  

 

Then we moved on to the Planar Prison.  Entering invisibly allowed us the initiative in attacking and the main group of Bounty Hunters caused no trouble after being skull trapped.  However, the mage succeeded in buffing and his FoD spell resulted in a second death for Demaclyne.  After using the Rod of Resurrection Demaclyne's stealth and cloudkill wands were used to make progress against various yuan-ti and thralls.  There was still noticeable lag for us during this - the Master of Thralls for instance being hit 3 times by Demaclyne after he was dead.  The Warden appeared to have no yuan-ti support and was easy meat for skeleton warriors backed up by Demaclyne's arrows.

 

Barbra had no interest in a stronghold and instead looked to get to Spellhold.  The secret door to Aran's living quarters was locked and there was no sign of a key, so Demaclyne used the console to jump to him and activate the trip to Brynnlaw.  In the process of doing that we both got 107k duplicate XP, so removed those using the console.  The game was saved on arrival in Brynnlaw.

 

Stats (cont. from BG1):

Barbra, jester 21, 113 HPs (incl. 10 from ioun stone, 12 from familiar), 415 kills

Demaclyne, archer 16, 121 HPs (incl. 5 from Helm), 685 kills, 2 deaths



#9652
Grond0

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Hale - elf wild mage (update 6)
 
In Athkatla Hale handed over the Silver Sword to Kruin before doing some shopping - successfully learning chain contingency and power word: blind (I've not been using potions to ensure spell learning in this run, but she hasn't failed to learn anything too vital yet).
 
At the Graveyard she ran from the initial ambush.  In vampire HQ some summons soon made mincemeat of all comers (getting Hale her 31st and final level).  She took the Lanthorn to Elhan and followed him to Suldanesselar.  Most fights were avoided using invisibility there and it didn't take long to acquire the needed items.  Nizi had his resistance lowered and was blinded by a project image - making him an easy target for summons.  The Avatar did all the work in the Temple.
 
I realised while doing that though that I had forgotten to pick up all the items in storage in Athkatla and went back to do that before coming back to the palace.  Jon was waiting at the Tree of Life, but summons soon worked through his defences.
 
In Hell, Hale underwent a few Trials and gained:
- immunity to normal / +1 weapons
- -2 AC
- +2 to saving throws
- 20% elemental resistance
- +1 to wisdom and charisma
 
While preparing for the Slayer she had another destroy gold surge, but this one was incurred by a project image and didn't affect Hale's own gold.  Unusually, the demons didn't follow her when she ran from the slayer initial appearance and she was able to send summons in to attack the slayer on its own when it teleported to its southern position - causing Jon to make an incorrect prediction for the final time.


#9653
Serg BlackStrider

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Nice going there, Grond0! Stay focused!



#9654
corey_russell

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Congratulations, Grond0! I hope you can keep up the focus as well.



#9655
Grond0

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Chimera - human monk (update 2)
 
Thanks both.  To stay sharp with Hale I thought I would have another slice of variety before taking on ToB and have thus made some progress with Chimera this morning.
 
He started by sorting out the Copper Coronet.  The main problem there was a patron made angry by his killing of the initial guard - Chimera shut the doors to prevent him annoying everyone else before eventually herding him to go and discover the battered body of the beastmaster.
 
Stealth allowed him to ambush Suna Seni - none of them surviving the duration of a Bhaal horror.  Soon afterwards the RoAC allowed him to get the jump on some kidnappers and rescue Renfeld.  The RoAC again allowed him to attack Prebek & Sanasha without retaliation prior to looting the harpers (level 11).
 
At Watcher's Keep Hale picked up a potion case.  There were no vampiric wraiths so he also looted the top level - the RoAC together with the Horn of Kazgaroth allowing him to trigger the FoD trap safely.
 
Deciding to reduce his glass cannon vulnerability Chimera went to the Graveyard.  Pai'Na was stunned to see him and failed to get a word in edgeways so he didn't have to bother with all the spiders.
 
Heading off to get a teddy bear Chimera came across some orogs - who proved to be a bunch of scaredy cats.  After delivering the bear he completed the quests arising at the Graveyard by saving Uncle Lester and punishing some kidnappers.  He then bought a scroll of undead protection and used that to clear the tombs (level 12).  Surprisingly, the scroll also lasted long enough to kill all the undead in the Southern Dungeons.
 
Seeking some more allies he travelled to Trademeet where Kitthix's web obtained the efreeti bottle from Taquee.  The RoAC kept Chimera safe while he disposed of the other genies with the help of some stunning blows.  Their death allowed him to buy Ras to use as another summons, along with Blackblood for trolls and the usual belt and cloak.
 
At the Druid Grove Chimera needed to be careful against giant trolls, who are a significant challenge even one at a time.  However, he ran away or used summons as necessary and worked through the enemies without any particular problems.  He purchased the best of Adratha's potions before attacking the rakshasas, then went on to use Namarra's silence for the first time on the final group of shadow druids.
 
Back at Trademeet Chimera bought the Necklace of Missiles before reporting to the mayor - getting to level 13 and the ability to make his opponents shiver.  He also cleared the tomb before ending the session - he hasn't yet done the skinner murders so Rejiek will have to wait for another time.


#9656
SubannisRae

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Hey all, got a couple of questions for options on running a Trilogy no-reload here in the next week or two (initial installation pending :) ). Firstly, definitely planning on running with the regular must have mods of SCSv28, Ascension, BG2 Fix & Tweak pack. Not planning on installing spell revisions, item revisions, randomization (been awhile anyways) or any extra quest packs barring unfinished business, maybe.

The first question I'd pose is the ability of an imported solo sorcerer from BG1 to avoid picking up the casting liscense at all and avoiding alerting the cowled wizards until he can deal with their initial response teams. Is this even doable? I will be playing with the un-nerfed sorcerer spell progression from the tweak pack, capping eventual spells per day at 8 (spells known remains 5, possibly 4 for 8th and 9th (read on)). My current thoughts for a spell list are:

1 - Shield, Blindness, Protection from Evil, Magic Missile, Chromatic Orb
2 - Mirror Image, Resist Fear, Web, Blur, Knock
3 - Fireball, Melf's Minute Meteors, Slow, Remove Magic, Flame Arrow
4 - Stoneskin, Improved Invisibility, Greater Malison, Fireshield (Red & Blue)
5 - Cloudkill/Prot Acid, Spell Immunity, Lower Resistance, Spell Shield, Breach
6 - GoI, Prot Magic Weapons, True Sight, Contingency, Death Spell/Fog
7 - FoD, Khelben's Warding Whip, Project Image, Spell Sequencer, Mordenkainen's Sword
8 - AHW, Pierce Shield, Protection from Energy, Spell Trigger
9 - Time Stop, Chain Contingency, Wish, Spell Strike/Trap

As is pretty obvious, I'm going for a blaster caster with elements of control and whatever he needs to strip an enemy casters spells/buffs. The only concessions I'm making on summons is the planetar and MAYBE Mordy's Sword. Other options for 7th level are meh, as I don't have a real feel for needing Lesser Wish (rabbits and 4 rounds of negative plane prot), Mass Invisibility works best with a party or mega summons (If only you could give the rabbits phantom blades, huh?), and Spell Turning, Prot Elements are covering areas that I imagine are already covered. So, with the list above (possibly sub in Sunfire for Cloudkill, they both have a bit of cheese IMO). Can it be done with a straight level capped sorcerer who doesn't use invis to avoid waylays, and other such unfortunateness? (Night attacks he might duck into a building to buff with scrolls/potions, or just avoid the night till he's sufficiently leveled.)

Second question is IR the XP caps. I plan on playing. BG1 with a party until I've gpt a Dukes invitation. Is it pretty much a consensus that re-instating the level cap is key to a 'gentleman's agreement' when running the challlenge, or not? Any tidbits of thoughts beyond what I've asked for are also appreciated. For example, I'll be playing via GoG, how're you guys liking that cleaned up UI for the BG EE Series? Good games, all!

#9657
SubannisRae

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And OMG I cannot spell with this phone, nor find the edit option. Runniv a rellad game is going to be tough, I intend to be *running a no-reload* game. :P

And now my edit button appears (evil, hateful forum scripts, they mocks us, preshus)

#9658
Grond0

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Hey all, got a couple of questions for options on running a Trilogy no-reload here in the next week or two (initial installation pending :) ). 

The first question I'd pose is the ability of an imported solo sorcerer from BG1 to avoid picking up the casting liscense at all and avoiding alerting the cowled wizards until he can deal with their initial response teams.

Can it be done with a straight level capped sorcerer who doesn't use invis to avoid waylays, and other such unfortunateness? (Night attacks he might duck into a building to buff with scrolls/potions, or just avoid the night till he's sufficiently leveled.)

Second question is IR the XP caps. I plan on playing. BG1 with a party until I've gpt a Dukes invitation. Is it pretty much a consensus that re-instating the level cap is key to a 'gentleman's agreement' when running the challlenge, or not? 

Best of luck SergeTroy.  I'm sure your sorcerer will have a blast.

 

Absolutely you can avoid the need for a casting license, though why do you wish to handicap yourself by not using invisibility (rings and potions are good for this in addition to your own spells)?  For combats in the city wands are useful to provide firepower and avoid alerting the Cowled Wizards.

 

Not levelling beyond the standard cap in BG1 is probably the most common approach, but it's up to you.

 

And OMG I cannot spell with this phone, nor find the edit option. Runniv a rellad game is going to be tough, I intend to be *running a no-reload* game. :P

And now my edit button appears (evil, hateful forum scripts, they mocks us, preshus)

It is annoying.  The edit button never appears when you first make a post.  If you want to see it then you need to refresh or re-enter the page.


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#9659
SubannisRae

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Hey Grond0, thanks for the welcome reply! Oh, I absolutely intend to use invisibility via potions, scrolls, and rings or whathaveyou. What I was meaning was that I would rather do a completionist game, where I do not avoid - at least forever - any combats. Whether it be a wilderness waylay, city ambushes, assassination teams, vampire hunts or cowled wizard enforcement squads, I want to take them all out. Hell, for xp and other reasons, I intend to rob some places once I get high level enough to trigger the guards and drop them.

So, invis as distraction and for buying time or reassessing a situation is good, but invis to completely bypass challenges is not. I'm HOPING thats doable and what I would like to build towards.

EDIT: thanks for the reminder of wands. Typically in prior vanilla runs, If I was travelling through the city and hadn't built up a sufficient repertoire of spells and items warchest, I'd buff myself up with scrolls, keep the potions ready, and do a little praying during transits where ambushes in CW territory seemed likely. Don't recall considering wands all too much.

#9660
Dante2377

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 My current thoughts for a spell list are:

1 - Shield, Blindness, Protection from Evil, Magic Missile, Chromatic Orb
2 - Mirror Image, Resist Fear, Web, Blur, Knock
3 - Fireball, Melf's Minute Meteors, Slow, Remove Magic, Flame Arrow
4 - Stoneskin, Improved Invisibility, Greater Malison, Fireshield (Red & Blue)
5 - Cloudkill/Prot Acid, Spell Immunity, Lower Resistance, Spell Shield, Breach
6 - GoI, Prot Magic Weapons, True Sight, Contingency, Death Spell/Fog
7 - FoD, Khelben's Warding Whip, Project Image, Spell Sequencer, Mordenkainen's Sword
8 - AHW, Pierce Shield, Protection from Energy, Spell Trigger
9 - Time Stop, Chain Contingency, Wish, Spell Strike/Trap

 

 

I'd drop cloudkill for sure and get sunfire - avoiding the magic resistence is good stuff.  Also summoning skeleton warriors after level 15 with animate dead is powerful too.  As a minor swap, I'd get Skull Trap instead of fireball, more monsters seem to have fire resistence.  Most save or else spells probably won't be good at high level so I'd swap out Finger of Death for either DBF or PfE (can never have too many defensive options).  At 4th level, I don't know about Fireshields...if you're doing your defense correctly, you shouldn't get hit very much (Shield, Blur, MI, Stoneskin, II at lower levels, then you layer on the rest).  I'd rather have a bunch of stuff there like Teleport Field, Ice Storm, even minor sequencer for loading a few MM or MI/Blur.



#9661
Grond0

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Hey Grond0, thanks for the welcome reply! Oh, I absolutely intend to use invisibility via potions, scrolls, and rings or whathaveyou. What I was meaning was that I would rather do a completionist game, where I do not avoid - at least forever - any combats. Whether it be a wilderness waylay, city ambushes, assassination teams, vampire hunts or cowled wizard enforcement squads, I want to take them all out. Hell, for xp and other reasons, I intend to rob some places once I get high level enough to trigger the guards and drop them.

So, invis as distraction and for buying time or reassessing a situation is good, but invis to completely bypass challenges is not. I'm HOPING thats doable and what I would like to build towards.

EDIT: thanks for the reminder of wands. Typically in prior vanilla runs, If I was travelling through the city and hadn't built up a sufficient repertoire of spells and items warchest, I'd buff myself up with scrolls, keep the potions ready, and do a little praying during transits where ambushes in CW territory seemed likely. Don't recall considering wands all too much.

Understood on the combats - I often do the same, although I tend to allow my characters to talk their way out of early vampire ambushes.  In relation to wands cloudkills from the shadows are nasty.  If you want to get rid of the cowled wizards then luring them out by casting invisibility and letting their scout talk to you at extreme range avoid the rest buffing.  A selection of webs / stinking clouds / malisons / cloudkills / skull traps and they're history.

 

I'd get Skull Trap instead of fireball, more monsters seem to have fire resistence. 

Skull trap also does more damage at higher levels - a triple skull trap sequencer is nasty ...



#9662
SubannisRae

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I'd drop cloudkill for sure and get sunfire - avoiding the magic resistence is good stuff.  Also summoning skeleton warriors after level 15 with animate dead is powerful too.  As a minor swap, I'd get Skull Trap instead of fireball, more monsters seem to have fire resistence.

 

Consider the sunfire advice taken.  Skellies I gotta pass on as it's just too easy to use the hordes of summons and wipe out loads of areas.  I believe it was either Grond0 or Alesia_BH who made some sort of comment about a true soloer's ideals being too avoid summons where possible (works too much like an extra party on-call).  Skull Trap I can respect for it's mechanical value but I'm very much opposed to it as it seems extremely cheesy.  Magic damage area effect at an extremely low level comboed with what I feel is a lack of style.  It just doesn't feel like a real spell, something that fits within my RP element.  Wards and Glyphs I can respect and while you can argue correctly that a skull trap is a glphed/warded skull, just a different animation, I really just don't like it.  It doesn't feel like it fits with the setting or something.  :shrugs.   Can't really explain it better than that.

 

 

 Most save or else spells probably won't be good at high level so I'd swap out Finger of Death for either DBF or PfE (can never have too many defensive options).  At 4th level, I don't know about Fireshields...if you're doing your defense correctly, you shouldn't get hit very much (Shield, Blur, MI, Stoneskin, II at lower levels, then you layer on the rest).  I'd rather have a bunch of stuff there like Teleport Field, Ice Storm, even minor sequencer for loading a few MM or MI/Blur.

 

I can understand this but FoD is more of a style choice for me and a way to impress myself on the baddies.  There's something extremely satisfying with hitting a greater wolfwere with 2 or 3 lower resistances, a greater malison, and than sucking his soul out of his crumpling paper doll :devil:   Kind of like when Irenicus both Flesh-to-Stone's a hapless Cowled Wizard than dusts him with anything from a flame arrow to a disentegrate spell.

 

4th level spells, I'm kind of feeling that but I wasn't sure if other's would get with me on that.  So, maybe switch out the fireshields with Teleport Field & Minor Sequencer.  I might still get rid of the Mordenkainen's Sword for Protection from the Elements, or Delayed Blast Fireball, as that's a good standard spell of a true pnp wizard.  But dunno.



#9663
Grond0

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Chimera - human monk (3rd and final update)
 
I decided to carry on a bit further with Chimera today, though his progress proved to be short-lived.
 
He started by solving the skinner murders - pulling the Rune Assassins upstairs into Kitthix and the efreeti, before Ras helped out with the ghasts and golem.
 
Next, he obtained access to the City Gates lich and Kangaxx, before heading for the temple sewers.  There he killed a troll for Roger and stealth shot some kobolds before bashing the rakshasa while it concentrated on Ras.  Then he started the Unseeing Eye quest in order to get access to the lich there and used a PfU scroll to kill the 4 liches (switching from fists to Daystar for the demi-lich).  That got him to level 14.  I wasted a bit of time getting Daystar as I couldn't remember whether 23 or 24 strength was needed and had to wait for one DUHM to finish before adding a second to a stone giant strength potion.  That made it a bit more worrying when Kangaxx's morale broke and he ran for it - but Chimera managed to chop him on the run at the first attempt to finish him off.
 
Now that his MR had kicked in Chimera added a potion of magic protection from Roger to get MR over 100% and went to get the berserker horn.  He also took the opportunity to go and give Rayic Gethras a good kicking while he was protected.  After the remainder of Mae'Var's tasks, reporting to Renal Bloodscalp got Chimera to level 15.  The berserk warrior got a first outing in invading the guild, though the damage downstairs was done by a Bhaal horror and quivering palm.
 
With his monk skills becoming increasingly powerful Chimera had no problems in clearing the Copper Coronet sewers and the slavers - taking him to level 15.  He then rapidly worked his way through the de'Arnise Hold.  However, things had become far too easy - always a bad sign - and he came to grief against the umber hulks when a slight error proved fatal. Chimera moved a touch too far and got into sight of one of them while opening the door (without having bothered to hide in shadows first).  He moved back to shut it again, but was confused (his saving throw of 1 proving inadequate) in the act of doing so.  At that point he was actually out of sight of all of them, but rather than running away he came straight through the door into their midst - and there was no escape from that.

 

Hulks_zps8f0d2ff1.jpg



#9664
Serg BlackStrider

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Sorry to hear of Chimera's demise, Grond0... I believe, Umber Hulk's Confusion Gaze has a penalty to its save of -2.

At least you have Hale going strong. Take care of her!



#9665
Enuhal

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Sorry to hear that, Grond0 - I agree, when things become too easy, it's often the most dangerous because you stop paying extra attention. In the past, I had at least two characters who were doing extremely well in SoA lose their lives due to an avoidable failed save or a single missing buff because I felt like nothing could stop them.



#9666
SubannisRae

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That sucks Grond0, I would have liked to see your monk carry through at least to the Underdark. BTW, if this wasn't an EE run, were you playing with Oversight? I haven't really had an ear out for opinions on the changes it makes to Monks.

#9667
corey_russell

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Sorry to hear that Grond0 - what is a monk's defense to confusion anyways? You can't use Aegur's Hide, Lilacor or SoH. Greenstone amulet?

 

EDIT: I suppose the Equalizer would work, but you don't get that until very late in the game...



#9668
Dante2377

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If you are going to play a monk, use the Oversight mod for the HLAs.  Far more interesting and enjoyable using unique monk powers (and more powerful as well).



#9669
Grond0

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Thanks all for the good wishes.  I think perhaps I'll have to give it another go and try a bit harder!

 

 BTW, if this wasn't an EE run, were you playing with Oversight? I haven't really had an ear out for opinions on the changes it makes to Monks.

I've had Oversight installed in the past, but not at the moment.  It only changes HLAs and I've got limited experience of monks going that far, so I'm not necessarily a good judge of it's use.  The revised HLAs are clearly more flexible, though I don't know if they necessarily make things easier - I'm sure I would miss GWW as an HLA as it's only that that allows use of melee weapons to be realistic for a monk.  Gate70 is the one with extensive experience of high level monks in different installations.

 

Sorry to hear that Grond0 - what is a monk's defense to confusion anyways? You can't use Aegur's Hide, Lilacor or SoH. Greenstone amulet?

 

EDIT: I suppose the Equalizer would work, but you don't get that until very late in the game...

True.  The only specific item available earlier is potion of clarity.  My normal defense would be saving throw based - mainly by using improved invisibility from RoAC, though Chimera made the occasional use of the Horn of Kazgaroth early on and I think he used one potion each of invulnerability and stone form during his run. 



#9670
Grond0

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Hale - elf wild mage (update 7)
 
Having had my monk carved up I was aiming for a cautious approach with Hale this morning.  She has struggled in one battle, but is moving on and has just arrived at Abazigal's Lair. 
 
Ilasera was no match for a planetar in the opening contest.  After improving a cloak of protection and resting Hale moved on to the first Pocket Plane challenge.  A project image produced 4 skeleton warriors and a planetar to deal with the initial fodder, while Hale herself refreshed the planetar twice and contributed some area damage spells to finish things off.
 
In Saradush Hale just opened up access to Lazerus' scroll shop - learning wish, spell trigger and mordenkainen's sword - before going on a date with some vampires.  She immediately ditched them invisibly and ignored other enemies as well as she moved through to the palace.  The first group there all died in an incendiary cloud.  Upstairs, only Gromnir survived another cloud; he also managed to kill a planetar, but Hale just went invisible and summoned another one to finish him off.
 
Taking things easy at the Temple of Mir she used a PfU scroll to deal with the undead there.  Moving on to the Temple of Fire, Hale stayed invisible while getting the wardstones and only fought enemies that could perceive her.  Upstairs, she picked up the golem page as well as the 2 hearts before sending in some summons to deal with Imix.
 
Nyalee died under the attentions of a planetar, but Hale left the other enemies alone and ran off in search of Yaga-Shura.  After wounding him she waited for him to return and then hit him with a triple skull trap sequencer and a tripe skull trap trigger.  The giant grimly held on so Hale progressed to ... a skull trap, which did the job.
 
The second challenge proved more difficult than I expected.  The intention was for skull trap sequencer and trigger to kill Hale's clone before it had buffed, but both of those only seemed to deliver damage from one skull trap rather than 3 (I probably should also have set a chain contingency to start with, but haven't got round to doing that yet this run).  As a result Hale ended up being chased round and round by her speedy clone despite unloading nearly all the rest of her offensive arsenal of spells.  Finally resorting to summons, she was very pleased to see her second planetar manage a vorpal hit to end the danger.
 
At the Oasis Hale killed Jamis, although she doesn't really need the money, before running across the area invisibly while avoiding being encircled.  In Amkethran she watched a planetar deal with a few mercenaries and open up access to the smugglers' shop.


#9671
Serg BlackStrider

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I believe, poor Yaga had a nightmare of a horde of Mortes flying towards him during his last night... whooaaa

 

gamingsidekicks-morte.png



#9672
Grond0

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I believe, poor Yaga had a nightmare of a horde of Mortes flying towards him during his last night... whooaaa

:D Indeed.  He's in good company though ...

 

Hale - elf wild mage (update 8)
 
Continuing with some early morning play has allowed Hale to make decent progress, even though I've not been playing very well.  That was clear early on when I was careless against Draconis in not pre-casting acid protection.  Hale was unable to tag the dragon with lower resistance initially due to his improved invisibility and took 51 damage from a breath.  That triggered her Otiluke contingency, which lasted a while as Draconis did not use dispel magic on it.  When she was in control again she quickly protected herself from acid using NRD (safe as she had set a triple improved chaos shield chain contingency at the start of the combat) and then used lower resistance and PW: blind to make Draconis vulnerable.  I was expecting to have to use a range of spells to finish him off, but in fact he failed his saving throw against a skull trap sequencer and didn't survive the 206 resulting damage.
 
Hale quickly worked through the tunnels to get to Abazigal.  Summons from a project image (guided by a wizard eye) disposed of the frost salamanders and made a start on Abazigal's human form, before the project image used lower resistance and blind on it to speed up progress.  When the dragon appeared the image quickly committed suicide and Hale herself used the lower resistance and blind combination.  She initially tried out some flame arrows, but they weren't doing much damage, so she reverted to skull traps to finish Abazigal off.
 
For the 3rd challenge Hale lowered the slayer's resistance, but either I didn't target PW:blind properly or it had spell turning active (or is just immune) and it was unaffected.  Rather than risk annoying her own summons with skull traps Hale just ran the slayer round until it had had enough.
 
Moving on to Sendai's Enclave Hale pre-emptively attacked the woodcutter with sunfires before moving invisibly to the newly revealed entrance.  More sunfires disposed of Thelynn'ss before Hale ignored lots more enemies while proceeding to Odamaron - who was taken down by normal summons.  
 
While preparing for Ogremoch the project image managed to annoy 3 skeleton warriors and a planetar with a surge.  That could have been nasty in cramped conditions, but fortunately a mordy sword was still friendly and was able to lead the enemies away.  After resting, Hale returned and this time the mordy sword was able to carry out its function as a punch bag for Ogremoch while the other summons took him down.  Summons then drew a few enemies out of the neighbouring room - Diaytha made a fatal mistake there of casting at a skeleton warrior and annoying a demon knight.
 
Capt Egeissag lost out to summons, and Mithykyl died in a sunfire trigger.  For Sendai Hale started off by trying to produce some summons via project image.  That was less successful than it might have been thanks to a no-save hold surge, but three skeleton warriors and a planetar were still plenty for the cleric.  A death spell from the mage after that left only the planetar and it went hostile shortly after that as a result of fighting against a gated pit fiend.  Hale ran it round until it unsummoned and then decoyed the mage out of position in order to get some more summons from another project image - they saw off the thief and the subsequent drow.  
 
Rather than just rely on her own resources at this stage Hale produced another project image - this time by scroll.  That got rid of a couple more statues before Hale used staff invisibility to freely throw Firetooth in order to finish off some drow.  The archer statue didn't have much of a magic weapon so Hale could just throw Firetooth without any worries before using invisibility again on more drow.  The assassin got a couple of invisible backstabs in, but couldn't penetrate Hale's stoneskins before the real Sendai made her appearance.  
 
Hale produced a planetar to provide a quick distraction then used chain contingency to get 3 x improved chaos shield.  That set up a series of NRD lower resistances and a PW:blind.  However, she was still unable to kill Sendai due to her high immunity to damage, constant improved invisibilities and an inability to get the planetar to cast at her even when she was visible.  Unloading something like 6 skull traps, 6 sunfires, 2 chain lightnings and a ADHW in rapid succession (using NRD and improved alacrity) got Sendai to badly wounded, but Hale failed to hit her with half a dozen energy blades (very unlucky as she only needed an 8 to hit) and her magic resistance had come back by this time allowing her to successfully heal.  What should have been was demonstrated as the remainder of the energy blades took her back to badly wounded, but Hale couldn't keep the pressure on as she dimensioned doored around and she healed again.
 
Sendai managed to kill another planetar at this point.  A fresh one immediately made an impact, but she succeeded in jumping away again and healing for the 3rd time.  Hale had used 5 breach scrolls during this phase of the action to try and keep her vulnerable, but she kept casting stoneskin and improved mantle.  She was still taking considerable punishment though and even using cure critical wounds to top up her healing potions didn't prevent her from getting to near death.  She still managed to outlast another planetar though, causing Hale to summon a limited wish genie to get a couple of NRDs back and produce another one.  This time Sendai left a gap in her protections for just too long and the extended combat finally came to an end.
Sendai_zps43166f09.jpg


#9673
Serg BlackStrider

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Glad Hale had endured Sendai out there! And nice Dragon fights as well! Just keep focus a little bit more - I have my fingers crossed for her. 



#9674
corey_russell

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Grats Grond0 on taking down Sendai - reminds me of Noywad III's epic fights with her (Noywad dropped to 1 HP that battle).



#9675
corey_russell

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Datron the solo Level 13 Fighter/Level 13 Illusionist continues his adventure....

 

Yes, it's been a while since my last update, will try to update  more regular on him now. He did quite a bit this session, of note:

 

* Defeated hostile party in the Warehouse in the Bridge District - Datron buffed to the max, and that was too much for them and the trapped chests.

* Took out the Fallen Paladins - full buffed made this a piece of cake.

 

* Used protection from undead scroll to take out bridge district lich and Gate District lich. Knock had to be used on the door to the lich and the chest with the Daystar.

 

* Daystar saw use pretty quick, after reporting to Linvail and going outside in the docks the worst ambush appeared - seemed like a good time to try out the Daystar - yes all vamps destroyed! Even better, this is the last vampire ambush too.

 

* Maximum buffs destroyed the party at the guarded compound. I used SI:A and SI:D to protect his improved invisibility - the melees had a really tough time connecting. Datron won this fight only taking a little damage - he took most damage from a trap on the floor in fact. The compound was NOT looted. I don't know the traps, and would be just my luck to be a maze trap somewhere, so passed on them. Don't need the loot anyways, the party loot boosted Datron's gold enough he could get the shield of balduran now.

 

* Decided to finish off Bridge District stuff and get the haste boots. But first had to deal with Mekrath - protection from energy really took out the winds of Mekrath's sails. Had to deal with a large group of Yuan-tis. I was pretty sure they don't have maze in their script, so just attacked with whatever buffs still running from Mekrath fight - this was sufficient. I used Ilbratha to prep for the traps to get the Planar Gem.

 

* Fully buffed once more to zone into the Planar Prison. Once again, SI:A, SI:D and Improved Invisibility was fatal for the enemy mages. There was another large group of Yuan-ti mages to the right. I had -2 spell saves, and was pretty sure they don't maze, should be OK, right? Well almost, Datron failed his save vs. chaos. However, only one Yuan-ti had him in sight, and failed to hurt Datron. Once he regained his senses, Datron duly finished off the Yuan-tis, a few thralls and the Wyvern. Datron also decided to gulp an invulnerability potion to make sure he made any saves vs. the Master of Thralls - the MoT goes down as well as his pets. Datron quickly runs the long way around to battle the Warden. The thralls were still alive and fighting the Warden, I was pretty sure Stonefire and Frostweaver would finish the Warden before he could do anything constructive, and I was right! The Warden did a sunfire before he died, but that was all.

 

* Murderers (the ones who bury people alive) were dealt with, without any trouble.

 

* Cloak of the Sewers was recovered. Datron didn't do any special buffs for this one, he knew the kobolds dont cast anything that can kill him.

 

* Shadow Thief traitors and their contact were dealt with permanently. Some summons were used, mainly to prevent the thieves from running away.

Datron will probably start the Unseeing Eye Quest, then work on Kangaxx quest.